APPEARANCE: Charon is a man standing at 6ā5ā and weighing around 120 lbs. He is severely underweight, his bones showing through his skin. He is sickly pale, almost white as a sheet despite being of Mexican heritage. He is obviously severely malnourished, yet he never acts hungry. Charon is bald, and his entire head is painted to look like a white sugar skull, with red accents, face paint that makes his mouth appear like that of a skullās. In Mexican fashion, the skull is decorated with red flowers, and there are black rings outlined in red around the eyes. He wears contacts that make his irises appear to be red. Clothing-wise, Charon wears a pair of black trousers, a black dress shirt, a black tie, and a long black leather trench coat which trails down to halfway down his calves. This trench coat is buttoned up all the way up to the collar, which hugs his neck like a priestās collar. He also wears a pair of black boots styled to look like dress shoes. Obviously, everything which Charon wears is black, and everything is fully buttoned-up even when itās incredibly hot. Charon never seems to feel hot, however, and he does not sweat (visibly, at least).
PERSONALITY: Crazy, merciless, somber, Charon is a manifestation of Death itself. He is a registered psychopath, completely without remorse of any kind and is viciously sadistic, carving the faces of his victims to look like a smiling skull. Heās nuts, but not in the maniacal run-through-the-streets-screaming kind of way. Charon is more like Hannibal Lecter, viciously polite and courteous until he gets a chance to kill. He often cradles those whom he murders as they die and explains to them exactly what is happening to them, adding to the creep-factor. He has at least mild schizophrenia as well, and can often be heard having conversations under his breath with nobody. He is viciously intelligent as well, with a masterās degree in mortuary science.
POWER(S)/CUSTOM(S): Entropy manipulation. Basically, Charon makes shit break. He has the ability to cause things to become less-ordered, essentially corroding and disintegrating whatever he attacks. A human body hit by Charonās blast will show quick evidence of rapid decomposition, and the living target will die of organ failure quickly if they donāt die of shock from watching themselves decompose. Death comes to a living target of Charon within thirty seconds, and there is no cure. They just fall apart and die. Of course, youāre not fighting Charon with men. Youāre fighting him with machines. Machines have a different reaction to the blast. Often they show signs of corrosion and rust, and prolonged exposure causes internal components to corrode and break. In the case of armor, Charon often exploits the weak points in armors, and can cause cracks in large metal sheets. Charon is also good at exploiting weaknesses in structures, and can easily bring floors or older buildings crumbling down (just before Exodus, he actually brought the Statue of Liberty crumbling down, killing dozens of people). His powers can be either discharged through touch, or through a unidirectional beam of rippling energy (appears like a beam of shimmering air). Physical contact is significantly stronger than the beam is. When Charon uses his powers, black and purple sparks shoot from whatever the power touches. Charon has become so good at using his powers that he can actually create force fields of it, protecting himself from physical attacks. Charonās entropy powers have also made himself resistent to the effects of entropy. He does not age, and since his body does not sacrifice heat to entropy, he rarely needs to eat or sleep. His body is also kept cool at all times due to this (thus why he never sweats or feels hot). Charon is also immune to disease. He will never die of natural causes. Ever. Charon also has a very high pain threshold. He is by no means immune to damage, but he can take beatings that other people wouldnāt be able to take and not feel pain.
Oh, and as an extra measure, Charon carries with him a foot-long dagger (sheathed on the left side of his coat), and a MAC-10 machine pistol (which is kept in a holster on the right side of his coat).
Now for weaknesses. Charonās powers firstly donāt work on gases, liquids, or gels. Amorphous robots are immune to his powers (not that there will be many of those). Secondly, Charonās powers are weakened by larger surface areas. Spreading out his blast weakens it. This is why Charon can practically disintegrate small things like bullets and small rockets effortlessly, but canāt just disintegrate a whole robot. The larger an object and the more surface area an object has, the less-powerful his effects become. Robots with large surface areas and self-healing polymers will find that Charonās blasts are weakened to the point that they can put themselves back together just as fast as they are damaged. Charonās powers cannot shoot through objects (though if he touches things they can travel along the object to things touching it like electricity can) and his powers are also pretty much useless against rocks (but not metals). Charonās high pain threshold also makes him a bit reckless, and his overconfidence combined with this often causes him to make foolish tactical errors which put him in jeopardy. Charonās powers also donāt work on crystals like diamond.
HISTORY: Rafael Menendez was born in Mexico City. From a young age, it was obvious that the boy was quite different from others. So antisocial and, quite frankly, violent was he that he had to be taken out of classes and homeschooled through high school. His only friend growing up was his older brother, who acted more like a father to him than anyone else. Rafael discovered his powers at age fifteen, when his brother was hit by a car, which promptly kept going. The vehicle was found lying on its top in the middle of the road, all four tires dry-rotted and the body a grizzly mess. It was never able to be traced back to Charon himself, but those who knew him suddenly became quite wary. His brother, meanwhile, died a few weeks later due to poor medical care. The family was devastated, but Rafael didnāt seem to care much on the outside. On the inside, however, he was forever changed.
Though Rafael had no people skills, he was very intelligent, often teaching himself, and so he wound up attending college in America on a full scholarship. He received a degree in biology and then a masters in mortuary science, hoping to be a mortician. His family wanted him to raise enough for them to come to America too, but when he thought about it, he didnāt really care about his family. They never heard from him again.
It was the year after he started working at a morgue in Pittsburgh that he committed his first murder. People knew that there was something not right about Rafael, and many of his co-workers suggested that he go to see a psychiatrist. Rafael wanted no part of it, and he worked hard to conceal his differences. Often he would be seen having conversations with no one, and he talked to himself constantly. When confronted about it, he would often react violently, once punching a co-worker in the face for interrupting him rudely. Finally, this got to the point where Rafael was laid off until he got mental help. His boss even offered to take him to therapy and pay for half of it.
Rafaelās boss (well, what was left of him) was found three days later in an empty cold chamber at the morgue. It was easy to trace it back to Rafael; he wasnāt as experienced with killing as of yet, and so he was quickly found and arrested. he went quietly and pleaded guilty for reasons of insanity in court. He was taken to an asylum in Baltimore, one which specialized in mentally-ill metahumans. He stayed there for a few months, until one day when his doctors found the lock on his door completely rusted out. Rafael fled the city and ended up in Chicago. He assumed a new identity and attempted to take up another job at a morgue using papers falsely printed for him by some professional criminals. He stayed there for about six months. Then someone tried to get him help again. This time, it was a girl by the name of Melissa who worked with him. He invited her over for dinner, and then, this time sure that he kept her body free of DNA, killed her, carved her face, and tossed her in the Chicago River.
Not long after her murder, Rafael was walking down an alley when two goons ambushed him. Using his powers, he killed both of them and tossed their corpses in a dumpster. It turned out that the two men worked for the mob, and that a kingpin in Chicago had his eyes on Rafael. He approached Rafael later that night and offered him an incredibly high-paying job to be a hitman. Rafael accepted, and soon added a string of ridiculous murders to his track record. He was famous for breaking into even the most impenetrable rooms, once even breaking into a prison to carry out a hit by rusting the doors open. During this time, he was known as The Angel of Death, and would often wear an angelic mask stained with blood to hide his identity. He became so well-known that a vigilante known as The Watcher came after him. The Watcher defeated Rafael and he was locked back up in the asylum. This time escape was more difficult, but with the help of the mob he was able to break out. A few days later, Rafaelās body was found floating in the Chicago River. He was confirmed dead by police and the search ended.
Buuuut they were tricked. Rafael had long since infiltrated morgues around Chicago, forming a network known as the Mourners. Most Mourners were insane like Rafael, and saw him as some kind of savior who would one day free them from their disease. Rafael had always been as paranoid as he was intelligent, and so he made a plan to fake his own death. He shaved his head and made it into a wig, which was sewn into the head of a corpse who happened to look very similar to him. He had the mob 3D print a skin graft of a hand with his fingerprints, and these were swapped for the cadaverās hands. He had also been collecting his own blood, taking out samples a pint at a time until, over the course of a few months, he had an entire bodyās worth of extra blood. He drained the cadaver of blood and injected his own. Then he shot the body several times in the chest and dropped it into the water. This was when Rafael took up his head paint and became known forever as Charon, Lord of the Dead.
Charon quit the mob and dedicated his efforts to the Mourners, who had become quite an expansive organization that included several metahumans. When the mob didnāt appreciate his leaving to make a rival organization, the Mourners came after them. All of the mobās old metahuman hitmen worked for Charon now, and so they hardly had a chance. The fighting caused widespread damage in Chicago, and once more The Watcher was on the case, this time working with police to take down the Mourners.
For years, The Watcher and Charon were the worst of enemies. They had a Batman and Joker kind of dichotomy, neither strong enough to truly take the other out. There were wins and losses spread out across the midwest and east coast, and eventually The Watcher, combined with a unit of the FBI known as KINGFISHER, were able to defeat Charon and topple the Mourners.
Then Exodus happened. Charon broke out of prison (this time solely with outside help since his prison was made of stone and quartz crystal) three days before Exodus and travelled to New York, where he celebrated the fall of humanity by destroying the Statue of Liberty, the Brooklyn Bridge, and the Chrysler Building. Now that organized governments were no more, Charon was free to destroy as he pleased. He met up with others, and began to form a new organization of the most violent and dangerous metahumans. Serial killers, arsons, revolutionaries, outlaws, all of them flocked to Charonās side. And he welcomed them. Together, several metas united and defeated The Watcher and what was left of KINGFISHER, destroying Richmond, Virginia in the process. The Watcher was killed, and Charon threw a party where he and his men watched his body burn. They celebrated the next day by destroying the campus of Georgetown University and crumbling the Washington Monument. They became known all over as The Coroners, the most dangerous of metahuman outlaws. Normally they kept to themselves, occasionally destroying do-gooders who threatened them and trafficking drugs into the new societies being built. They co-existed with the meta societies, not messing with them in exchange for being left alone to their own devices. Charon and his team of villains now roam the countrysides primarily, wreaking havoc and having fun being bad.
OTHER:
Hehehehe. Nobody puts the FUN in FUNeral like Charon.
APPEARANCE: Eric is Caucasian. He stands at 5ā10 and weighs around two-hundred pounds. His body isnāt at its best, and while he does own some muscle, heās still got a bit of a gut. Heās a rough-looking man with defined facial features, accentuated by wrinkles caused by age and stress. His black hair and beard are both rather unkempt, with a good number of gray strands spread about. His eyes are a dull, pale blue and look rather sunken. He dresses himself in a combination of Martian colony workerās gear and combat padding, all colored in a combination of black, gray, and lots of maroon. He wears the symbol of the World Patriots on a maroon band strung across his left shoulder, a simple white globe with the letters WP in the center.
PERSONALITY: At most times, Eric is a stoic man who simply exudes leadership and authority, commanding his forces with a gentle but stern voice. At other times, he is a loud, rallying force, unafraid of downplaying the enemy in his speeches. A good many of the World Patriots serving under him know the man as if he were a long-time friend, and the rest simply look up to him as the one ready to lead the effort to reclaim Earth, brave and unwavering in the face of the powers nonhumans possess.
POWER(S)/CUSTOM(S): Eric owns the first and one of the largest Customs ever designed, let alone built, among the World Patriotsā combined forces. The Gradivus, named after the birthplace of the World Patriots, was designed by Eric himself and built from scratch during the early days of the factionās formation.
Designed to act as both an unstoppable force and an immovable object, the Gradivus stands stationary at around ten meters tall, and is comprised of four main components; the left and right treads, the lower body, and the upper body. The treads are both large, extendable, all-terrain focused mobility systems able to navigate through rough terrain and push through debris easily with their dual battering shields. It should be no surprise that the Gradivus is far from the fastest Custom around, but stopping it when it is moving is no easy feat. Two auto-targeting, heavy caliber turrets rest on each tread. The lower body contains a large afterburner system able to propel the Gradivus forward at decent speed. Now, the upper body, which is where the weaponry really starts to show. The Gradivusā upper body is a large, heavily armored platform outfitted with four swarming missile pods, two mortars, and two heavy shot-firing main guns. One last item is stored within the upper body; a heavy nuclear explosive package, meant for detonation upon the Gradivusā defeat, in the hopes of taking its adversaries down with it.
The Gradivus has been crammed with all sorts of defensive tech. The outer layer is comprised of a combination plastic-hardened metal shell, able to resist metal manipulation powers effectively. PsychoFiber, as is common in the World Patriotsā forces, covers the interior systems to defend against technopaths and, to a lesser extent, electrokinetics. The army can withstand very high temperatures and heavy impact, puncture, or slash-based attacks. A bulwark if ever one did exist.
Now, the downside. Unlike most other Customs, Eric poured resources into the Gradivus and, as a result, only ever built one. Once itās gone, itās not coming back. Thatās why Eric has made it doubly clear that the Gradivus will not be sent out save for major assaults on heavily populated areas. He says, in truth, that he expects it to be destroyed at some point in the conflict. But heās confident, in that case, that it will be responsible for the deaths of many nonhumans and will be remembered as a major contender in the battle for Earth.
HISTORY: Eric Longford is the founder and continuing leader of the World Patriots. Before Exodus, he was one of the lead unit designers for a robotics company known as Carlyle APS, Automated Pacification Services. His was one of the many companies hired across the globe to help construct suitable service drones to handle nonhumans, and in many situations, he succeeded. Every time he spearheaded a project that proved effective however, eventually someone would come around and trash the model like it was nothing. Always striving to improve the many models that were in play, Eric often overworked himself to a point where he could do nothing but sit and watch the world around him fall apart. As time went on and the problems grew worse, Carlyle APS was eventually brought to ruin when their headquarters was destroyed and their board members were killed, all by a single nonhuman, just months before Exodus was launched.
Upon humanityās departure from their ruined cradle, Eric took up work as one of the construction heads for the newly formed System Governmentās colonization effort on Mars. With the technology available, setting up was over and done with quickly, and life soon returned to a feeling of routine normality. But for Eric, there was always a lingering grudge, a feeling of being wronged by the entirety of the nonhuman species. It didnāt take long for his feelings and attitude to sound themselves out to his coworkers, who all rallied behind him. Eventually, construction efforts ceased entirely, and they were replaced with calls to arms. Upon the formation of the World Patriots and the birth of the plan for Operation Homecoming, SysGov lost a substantial number of its work force to the World Patriots. One or two cases of civil unrest may have broken out, but they all ended soon when the fleet was launched, with pools of resources in tow.
Eric and the World Patriots were, and still are, very determined to take back Earth. Every nonhuman is a target to them, histories aside, and they have the forces necessary to reclaim the birthplace of mankind.
APPEARANCE: NoRA, being an artificial intelligence, is without form. So, nothing really to put here.
PERSONALITY: NoRA, when she was active, was always the work-focused type. Even as an AI, she was unconcerned with the aspects of life and consciousness, always feeling the urgency of the state of the world around her as her top priority. She never stopped recording every little detail of every single nonhuman that was added to her database. When Exodus happened, she didnāt so much as flinch when the command came in to initiate shutdown procedures. Who knows if sheāll be the same once the World Patriots wake her up?
POWER(S)/CUSTOM(S): N/A
HISTORY: NoRA, the Nonhuman Registry Archivist, was created four years before Exodus through a cooperative effort between several major companies. She was designed to be the record keeper of every single nonhuman on Earth, and for the most part, she succeeded in that intended function. However, in the years before humanity abandoned the planet, the widespread chaos and destruction called for a redirection of attention from simply taking a census to tracking the whereabouts of nonhumans for kill orders. One of the companies that helped create NoRA, Somniatis APR, began work on a complex software upgrade that would allow her to scan for all nonhuman life on Earth via satellite. Unfortunately, Exodus came too soon, and the upgrade was never implemented.
After the planet was left to the nonhumans, NoRA shut herself down as was written in her emergency protocols. She sealed her central mainframe somewhere underground and has remained inactive and hidden away from the outside world for all eighteen years leading up to Homecoming. And now that the World Patriots have returned, theyāll have need of her abilities. And they have the means to reactivate her.
ATTENTION: This section is for ACCEPTED CHARACTERS ONLY. Those who have had their character(s) accepted, you are allowed ONE post to store ALL of them. Please do not break this rule, it does nothing but take up unwarranted space. Send your characters to me before doing anything else.
First of all, please not that @Horrid, @Maxx, @UrbanEvolution, and @Mr Allen J are all my trusted co-GMs. Not enough room on the official roster for all of them. Just for clarification.
These are the game-specific rules you have to abide by, split between the World Patriots and nonhumans.
WORLD PATRIOTS
All World Patriots are normal humans. No exceptions.
There are no human survivors left on Earth. Plenty of malicious nonhumans were very thorough in their pursuit to kill every remainder of them. If you're human, you're a World Patriot, and you're on their ship.
World Patriots donāt have one specific uniform style, but they are keen on the colors maroon, gray, black, and white.
All World Patriots live aboard the same vessel, the Horizon of Reclamation. They do not leave the ship under any circumstances, not even to board the unmanned foundry ships that hold all the proxy forces. Everything in the foundries is either automated or controlled from the main vessel.
Customs come in countless shapes, sizes, and forms. Humanoid, quadrupedal, flight-based, etcetera. They can be built from older or newer bases of technology; rough and segmented or sleek and shiny. The size limit is pretty substantial, but I am not allowing anything along the lines of this or this.
NONHUMANS
No reality benders. Period.
Understand that there is a difference between super powers and straight up magic. The ability to, say, make portals? That's fine, it's a mental projection thing. Very utilitarian. But spells and sigils and hexes and curses, whatever, simply don't belong here.
"Shadow powers" come in many iterations. The general consensus among myself and my co-GMs are that they are usually very unsavory, being that they have little to do with actual shadows. If a nonhuman can generate orbs of dark purple energy or radiate an aura of fear, that's not a shadow-based power. So, if you wanted to veer that way, heed these words.
Time control is just too meta. Heightened reflexes are one thing, but temporal manipulation is just asking to be shot down.
"Death manipulation" is right out.
"Blood manipulation" and mind control are both just really, really difficult powers to justify. Even if a character with such an ability is meant to be evil, they have a habit of causing problems for the whole of most games in the long run. So both are no-nos.
And here's your character sheet. Once you fill it out, send it to me in a private message for approval.
[hider=][b]NAME:[/b] [b]AGE:[/b] [b]GENDER:[/b]
[b]APPEARANCE:[/b] (Picture and/or description are all fine.)
[b]PERSONALITY:[/b] (Optional, if youād rather develop it through your writing.)
[b]POWER(S)/CUSTOM(S):[/b] (Not asking for severe limitations/weaknesses but be wary of how you word this section.)
[b]HISTORY:[/b] (Also optional, if you want to keep it a secret or gradually reveal it.)
[b]OTHER:[/b] (Once again, optional.)[/hider]
And that's everything. Any further questions on topics I didn't cover, feel free to ask me about them.
Down to brass tacks. For over eighteen years, Earth has been in the hands of superhumans. They have acted on both sides of the spectrum, using their myriad varieties of powers to either form their own communities, or destroy what remains. Folks both wander on their lonesome or in groups, or settle down somewhere. To put it plainly, itās wasteland rules. No more global establishments, no more internment camps, no more waning oppression from humankind⦠and no more Internet. Thatās a big one for a lot of folks.
One such example of a nonhuman effort to rebuild society is the city of Providence. Built on the ruins of Boston, Massachusetts, Providence is a sanctuary amidst the veritable wasteland that is now the United States. The buildings and city systems have all be reactivated and improved after the influence of a certain technopath came about, and with the help of one clairvoyant leader, Providence is now home to a plethora of nonhumans, all pitching in to protect and sustain their new home.
All that is now about to be disrupted with the arrival of the World Patriotsā fleet. A crew of a few thousand aboard one vessel, the Horizon of Reclamation, and several dozen automated foundry ships following alongside, where countless drone units, tanks, mobile platforms, and much more are all stored, until Operation Homecoming officially begins. Whatās more, many of the World Patriots involved are, in fact, experienced remote unit operators. Utilizing control stations first issued by the Systems Government to aid in colonization efforts, any World Patriot can take control of any active unit in one quick sequence. However, many operators donāt settle for default units, and thus, they have designed their own.
Customs, as they were nicknamed. Units modified or built from scratch to better suit the preferences of each individual operator. With the advancements in technology booming long before Operation Exodus, it wasnāt difficult to outfit them with weaponry and equipment capable of going up against many of the powers that nonhumans possess. Kinetic deflection shields, laser-based weaponry, synthetic healing fibers, all the good things. One Custom canāt take on every kind of nonhuman, but they vary enough to be capable opponents when working together. The World Patriots plan on gradually deploying drone units from orbit and coordinating them from the Horizon of Reclamation. They donāt plan on stopping until every last nonhuman on Earthās surface is good and dead.
So, itās your call who to fight for. Either as one of the drone operators for the World Patriots, or as a nonhuman down on Earth. Whichever you fight for, maybe even both, youāll have freedom of design for both powers and Customs.